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APPENDIX B: NONPLAYER CHAR'ACTERS
This appendix contains statistics for various humanoid AcTIONS
nonplayer characters (NPCs) that adventurers might
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
·encounter during a D&D campaign, including lowly
Hit: 2 (1d4) bludgeoning damage.
commoners and mighty archmages. These stat
blocks can be used to represent both human and Acolytes are junior members of a clergy, usually
nonhuman NPCs. answerable to a priest. They perform a variety of
functions in a temple and are granted minor spellcasting
CusTOMIZING NPCs power by their deities.
There are many easy ways to customize the NPCs in
this appendix for your home campaign. ARCHMAGE
Racial Traits. You can add racial traits to an NPC. Medium humanoid (any race), any alignment
For example, a half'ling druid might have a speed of 25
feet and the Lucky trait. Adding racial traits to an NPC Armor Class 12 (1 5 with mage armor)
doesn't alter its challenge rating. For more on racial Hit Points 99 (18d8 + 18)
traits, see the Player's Handbook. Speed 30ft.
SpeJJ Swaps. One way to customize an NPC
spellcaster is to replace one or more of its spells. You STR DEX CON INT WIS CHA
can substitute any spell on the NPC's spell list with a 10 (+0) 14 (+2) 12 (+1) 20 (+5) 15 (+2) 16 (+3)
different spell of the same level from the same spell list.
Saving Throws lnt +9, Wis +6
Swapping spells in this manner doesn't alter an NPC's
Skills Arcana +13, History +13
challenge rating.
Damage Resistance damage from spells; non magical
Armor and Weapon Swaps. You can upgrade or bludgeoning, piercing, and slashing (from stoneskin)
downgrade an NPC's armor, or add or switch weapons. Senses passive Perception 12
Adjustments to Armor Class and damage can change Languages any six languages
an NPC's challenge rating, as explained in the Dungeon Challenge 12 (8,400 XP)
Master's Guide.
Magic Items. The more powerful an NPC, the more
Magic Resistance. The arch mage has advantage on saving
likely it has one or more magic items in its possession.
throws against spells and other magical effects.
An arch mage, for example, might have a magic staff or
wand, as well as one or more potions and scrolls. Giving Spellcasting. The archmage is an 18th-level spellcaster. Its
an NPC a potent damage-dealing magic item could alter spellcasting ability is Intelligence (spell save DC 17, +9 to hit
its challenge rating. Magic items, as well as adjusting with spell attacks). The arch mage can cast disguise self and
.a creature's challenge rating, are described in the invisibility at will and has the following wizard spells prepared:
Dungeon Master's Guide. Cantrips (at will):.fire bolt, light, mage hand, prestidigitation,
shocking grasp
1
ACOLYTE 1st level (4 slots): detect magic, identify, mage armor, '
Medium humanoid (any race), any alignment magic missile
2nd level (3 slots): detect thoughts, mirror image, misty step
Armor Class 1 0 3rd level (3 slots): counterspeii,Jly, lightning bolt
Hit Points 9 (2d8) 4th level (3 slots): banishment, fire shield, stoneskin'~
Speed 30ft. 5th level (3 slots): cone of cold, scrying, wall of force
6th level .(1 slot): globe of invulnerability
7th level (l slot): teleport
STR DEX CON INT WIS CHA
8th level (l slot): mind blank1<
10 (+0) 10 (+0) 10 (+0) 10 (+0) 14 (+2) 11 (+0)
9th level (l slot): time stop
Skills Medicine +4, Religion +2 1 <The archmage casts these spells on itself before combat.
Senses passive Perception 10
Languages any one language (usually Common) ACTIONS
Challenge 1/4 (SO XP) Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft.
or range 20/60 ft., one target. Hit: 4 (ld4 + 2) piercing damage.
Spellcasting. The acolyte is a 1st-level spellcaster. Its Archmages are powerful (and usually quite old)
spellcasting ability is Wisdom (spell save DC 12, +4 to hit with
spellcasters dedicated to the study of the arcane arts.
spell attacks). The acolyte has following cleric spells prepared:
Benevolent ones counsel kings and queens, while evil
Cantrips (at will): light, sacred flame, thaumaturgy ones rule as tyrants and pursue lichdom. Those who are
1st level (3 slots): bless, cure wounds, sanctuary neither good nor evil sequester themselves in remote
towers to practice their magic without interruption.
An archmage typically has one or more apprentice
mages, and an archmage's abode has numerous magical
wards and guardians to discourage interlopers.
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